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https://github.com/duckietm/Nitro_Render_V3.git
synced 2026-06-19 15:06:20 +00:00
🆙 Update
- Animation canvas uses full landscape height for proper vertical positioning - Animation assets always loaded from room collection - Fallback to default plane when specific plane not found
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@@ -4,4 +4,5 @@ export interface IAssetPlaneVisualizationLayer
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color?: number;
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offset?: number;
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align?: string;
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backgroundColor?: string;
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}
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@@ -99,6 +99,7 @@ export class AssetManager implements IAssetManager
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{
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if(!url || !url.length) return false;
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// ✅ NEW: Local bundled assets (no generic.asset.url)
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if(url.startsWith('local://'))
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{
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const key = url.substring('local://'.length);
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@@ -172,32 +173,52 @@ export class AssetManager implements IAssetManager
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}
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}
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/**
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* ✅ Loads room assets from bundled code:
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* - /packages/assets/src/assets/room/room.asset.json
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* - /packages/assets/src/assets/room/images/*.png
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*
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* This loads individual PNG files instead of a spritesheet, then uses
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* the JSON asset definitions for proper x, y offsets, flipH settings, etc.
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*/
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private async loadLocalRoom(): Promise<void>
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{
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// 1) Load room JSON locally (bundled)
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const roomDataModule = await import('./assets/room/room.asset.json');
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const roomData = (roomDataModule.default ?? roomDataModule) as IAssetData;
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// 2) Create collection WITHOUT spritesheet
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// Note: Constructor calls define(), but assets won't be created since textures don't exist yet
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const collection = this.createCollection(roomData, null) as GraphicAssetCollection;
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if(!collection) return;
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// 3) Load all images from the bundled assets
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const roomImages = import.meta.glob('./assets/room/*.png', { eager: true });
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const roomImagesSub = import.meta.glob('./assets/room/images/*.png', { eager: true });
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const merged = { ...roomImages, ...roomImagesSub };
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// 4) Register textures in the collection's _textures map
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// getLibraryAsset() prepends collection name, so for asset 'wall_texture_64_0_wall_white'
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// it looks for 'room_wall_texture_64_0_wall_white' in _textures
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for(const path in merged)
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{
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const mod = merged[path];
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const imageUrl = (mod.default ?? mod) as string;
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const file = path.split('/').pop()!;
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const rawName = file.replace(/\.png$/i, '');
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const rawName = file.replace(/\.png$/i, ''); // e.g., "room_wall_texture_64_0_wall_white"
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const texture = await Assets.load<Texture>(imageUrl);
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if(!texture) continue;
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// Register in AssetManager's global _textures for direct lookups
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this.setTexture(rawName, texture);
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// Register in collection's _textures with the full name (room_...)
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// This is what getLibraryAsset() will look for when defining assets
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collection.textures.set(rawName, texture);
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// Also register without the "room_" prefix for direct lookups
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if(rawName.startsWith('room_'))
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{
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const normalizedName = rawName.substring('room_'.length);
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@@ -206,6 +227,8 @@ export class AssetManager implements IAssetManager
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}
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}
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// 5) Now call define() again to process asset definitions with correct x, y offsets
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// Assets that were skipped before (no textures) will now be created properly
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collection.define(roomData);
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}
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@@ -5729,7 +5729,8 @@
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"allLayers": [
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{
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"materialId": "landscape_64_background_1",
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"align": "bottom"
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"align": "bottom",
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"backgroundColor": "#FEFEFE"
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},
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{
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"items": [
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@@ -83,6 +83,7 @@ export class RoomPlane implements IRoomPlane
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private _landscapeForegroundTint: number = 0xffffff;
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private _landscapeBaseAlignBottom: boolean = false;
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private _landscapeForegroundAlignBottom: boolean = false;
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private _landscapeBackgroundColor: number = null;
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private _hasWindowMask: boolean = false;
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private _windowMasks: { leftSideLoc: number; rightSideLoc: number }[] = [];
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@@ -256,6 +257,19 @@ export class RoomPlane implements IRoomPlane
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}
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}
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// Fall back to "default" plane if the requested landscape plane wasn't found
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if(!plane && planeType === RoomPlane.TYPE_LANDSCAPE)
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{
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const roomCollection2 = GetAssetManager().getCollection('room');
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const defaultPlaneData = roomCollection2?.data?.roomVisualization?.landscapeData;
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plane = defaultPlaneData?.planes?.find(p => (p.id === 'default'));
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if(plane)
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{
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planeVisualizationData = defaultPlaneData;
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assetCollection = roomCollection2;
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}
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}
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let planeVisualization = null;
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if(dataType === 'landscapeData')
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{
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@@ -280,6 +294,15 @@ export class RoomPlane implements IRoomPlane
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const baseAlignBottom = materialLayers[0]?.align === 'bottom';
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const foregroundAlignBottom = materialLayers[1]?.align === 'bottom';
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// Parse backgroundColor from the first material layer (background layer)
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const backgroundColorStr = materialLayers[0]?.backgroundColor;
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let backgroundColor: number = null;
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if(backgroundColorStr)
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{
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// Convert hex string like "#FEFEFE" to number
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backgroundColor = parseInt(backgroundColorStr.replace('#', ''), 16);
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}
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const selectMaterialMatrixForNormal = (matrices = [], normal = null) =>
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{
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if(!matrices.length) return null;
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@@ -351,20 +374,22 @@ export class RoomPlane implements IRoomPlane
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const foregroundTexture = resolveTextureForMaterial(foregroundMaterialId);
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const animationLayers: PlaneVisualizationAnimationLayer[] = [];
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if(planeType === RoomPlane.TYPE_LANDSCAPE && planeVisualization?.allLayers && assetCollection)
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if(planeType === RoomPlane.TYPE_LANDSCAPE && planeVisualization?.allLayers)
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{
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// Always use the room collection for animation assets (clouds etc.) since they are stored there
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const animationAssetCollection = roomCollection;
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for(const layer of planeVisualization.allLayers)
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{
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const animatedLayer = layer as IAssetPlaneVisualizationAnimatedLayer;
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if(animatedLayer?.items && animatedLayer.items.length > 0)
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{
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const animLayer = new PlaneVisualizationAnimationLayer(animatedLayer.items, assetCollection);
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const animLayer = new PlaneVisualizationAnimationLayer(animatedLayer.items, animationAssetCollection);
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if(animLayer.hasItems) animationLayers.push(animLayer);
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}
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}
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}
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return { texture, foregroundTexture, color: planeColor, baseAlignBottom, foregroundAlignBottom, animationLayers };
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return { texture, foregroundTexture, color: planeColor, baseAlignBottom, foregroundAlignBottom, animationLayers, backgroundColor };
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};
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const planeData = getTextureAndColorForPlane(this._id, this._type, normal);
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@@ -453,8 +478,10 @@ export class RoomPlane implements IRoomPlane
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this._landscapeRenderWidth = width;
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this._landscapeRenderHeight = height;
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this._animationCanvasWidth = renderMaxX;
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this._animationCanvasHeight = renderMaxY;
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// Use total landscape width for animation canvas, but always use actual height
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// The renderMaxY is often too small (e.g., 160) while actual height is much larger (e.g., 755)
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this._animationCanvasWidth = renderMaxX || width;
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this._animationCanvasHeight = height; // Always use actual landscape height for animations
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this._landscapeOffsetX = renderOffsetX;
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this._landscapeOffsetY = renderOffsetY;
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@@ -475,6 +502,7 @@ export class RoomPlane implements IRoomPlane
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this._landscapeForegroundTint = landscapeTint;
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this._landscapeBaseAlignBottom = planeData.baseAlignBottom ?? false;
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this._landscapeForegroundAlignBottom = planeData.foregroundAlignBottom ?? false;
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this._landscapeBackgroundColor = planeData.backgroundColor ?? null;
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this._planeSprite = new TilingSprite({
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texture: Texture.WHITE,
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@@ -535,24 +563,37 @@ export class RoomPlane implements IRoomPlane
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if(needsUpdate || animationUpdate)
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{
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// For landscapes with a custom backgroundColor, render it first
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if(this._type === RoomPlane.TYPE_LANDSCAPE && this._landscapeBackgroundColor !== null)
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{
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this.renderBackgroundColor();
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}
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GetRenderer().render({
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target: this._planeTexture,
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container: this._planeSprite,
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transform: this.getMatrixForDimensions(this._planeSprite.width, this._planeSprite.height),
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clear: true
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clear: this._landscapeBackgroundColor === null
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});
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if(this._isAnimated && this._type === RoomPlane.TYPE_LANDSCAPE && this._animationLayers.length > 0 && this._hasWindowMask)
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{
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this.renderAnimationLayers(timeSinceStartMs, geometry);
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}
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// Layer order for landscapes:
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// 1. Background color (rendered above)
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// 2. Background texture
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// 3. Animation layers (clouds)
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// 4. Foreground texture
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if(this._type === RoomPlane.TYPE_LANDSCAPE && this._landscapeBackgroundTexture)
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{
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this.renderLandscapeLayer(this._landscapeBackgroundTexture, this._landscapeBackgroundTint, this._landscapeBaseAlignBottom);
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}
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// Render foreground layer for landscapes on top of background/animation
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// Render animation layers (clouds) - between background and foreground
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if(this._isAnimated && this._type === RoomPlane.TYPE_LANDSCAPE && this._animationLayers.length > 0)
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{
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this.renderAnimationLayers(timeSinceStartMs, geometry);
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}
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// Render foreground layer for landscapes on top of background and clouds
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if(this._type === RoomPlane.TYPE_LANDSCAPE && this._landscapeForegroundTexture)
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{
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this.renderLandscapeLayer(this._landscapeForegroundTexture, this._landscapeForegroundTint, this._landscapeForegroundAlignBottom);
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@@ -682,6 +723,35 @@ export class RoomPlane implements IRoomPlane
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layerSprite.destroy();
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}
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private renderBackgroundColor(): void
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{
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if(!this._planeTexture || this._landscapeBackgroundColor === null) return;
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const canvasWidth = this._landscapeRenderWidth;
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const canvasHeight = this._landscapeRenderHeight;
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if(canvasWidth <= 0 || canvasHeight <= 0) return;
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// Create a solid color rectangle to fill the background
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const colorGraphics = new Graphics();
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colorGraphics.rect(0, 0, canvasWidth, canvasHeight);
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colorGraphics.fill(this._landscapeBackgroundColor);
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const colorContainer = new Container();
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colorContainer.addChild(colorGraphics);
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const transform = this.getMatrixForDimensions(canvasWidth, canvasHeight);
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GetRenderer().render({
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target: this._planeTexture,
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container: colorContainer,
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transform,
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clear: true
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});
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colorGraphics.destroy();
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}
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private updateCorners(geometry: IRoomGeometry): void
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{
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this._cornerA.assign(geometry.getScreenPosition(this._location));
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